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[4.7] Failed to package

Just migrated from 4.6.1 to 4.7, tried to package game, getting critical failure as follows

 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: begin: stack for UAT
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: KERNELBASE.dll!UnknownFunction (0x00007ffc999d606c) + 0 bytes [UnknownFile:0]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() (0x00007ffc78148004) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Core.dll!FOutputDevice::Logf__VA() (0x00007ffc77fc7929) + 185 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:139]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-CoreUObject.dll!UPackage::SavePackage() (0x00007ffc788a755e) + 40 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:2464]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-UnrealEd.dll!UEditorEngine::SavePackage() (0x00007ffc717b8411) + 115 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:4416]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-UnrealEd.dll!UCookCommandlet::SaveCookedPackage() (0x00007ffc71d0d63f) + 110 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:455]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-UnrealEd.dll!UCookCommandlet::Cook() (0x00007ffc71cbfc59) + 62 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:1344]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-UnrealEd.dll!UCookCommandlet::Main() (0x00007ffc71cf0638) + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:578]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!FEngineLoop::PreInit() (0x00007ff7f721ba3a) + 96 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1536]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!GuardedMain() (0x00007ff7f72121fb) + 15 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:110]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!GuardedMainWrapper() (0x00007ff7f72126ea) + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!WinMain() (0x00007ff7f7222219) + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!__tmainCRTStartup() (0x00007ff7f7222d05) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: KERNEL32.DLL!UnknownFunction (0x00007ffc9b9c16ad) + 0 bytes [UnknownFile:0]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: ntdll.dll!UnknownFunction (0x00007ffc9c4aeb64) + 0 bytes [UnknownFile:0]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: ntdll.dll!UnknownFunction (0x00007ffc9c4aeb64) + 0 bytes [UnknownFile:0]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: end: stack for UAT
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.02.25-19.57.26:242][  0]LogWindows: === Critical error: ===
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: Fatal error!
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: KERNELBASE.dll!UnknownFunction (0x00007ffc999d606c) + 0 bytes [UnknownFile:0]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() (0x00007ffc78148004) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Core.dll!FOutputDevice::Logf__VA() (0x00007ffc77fc7929) + 185 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:139]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-CoreUObject.dll!UPackage::SavePackage() (0x00007ffc788a755e) + 40 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:2464]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-UnrealEd.dll!UEditorEngine::SavePackage() (0x00007ffc717b8411) + 115 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:4416]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-UnrealEd.dll!UCookCommandlet::SaveCookedPackage() (0x00007ffc71d0d63f) + 110 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:455]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-UnrealEd.dll!UCookCommandlet::Cook() (0x00007ffc71cbfc59) + 62 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:1344]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-UnrealEd.dll!UCookCommandlet::Main() (0x00007ffc71cf0638) + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:578]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!FEngineLoop::PreInit() (0x00007ff7f721ba3a) + 96 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1536]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!GuardedMain() (0x00007ff7f72121fb) + 15 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:110]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!GuardedMainWrapper() (0x00007ff7f72126ea) + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!WinMain() (0x00007ff7f7222219) + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: UE4Editor-Cmd.exe!__tmainCRTStartup() (0x00007ff7f7222d05) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: KERNEL32.DLL!UnknownFunction (0x00007ffc9b9c16ad) + 0 bytes [UnknownFile:0]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: ntdll.dll!UnknownFunction (0x00007ffc9c4aeb64) + 0 bytes [UnknownFile:0]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: ntdll.dll!UnknownFunction (0x00007ffc9c4aeb64) + 0 bytes [UnknownFile:0]
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: 
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.02.25-19.57.26:250][  0]LogExit: Executing StaticShutdownAfterError
 MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.02.25-19.57.26:589][  0]LogWindows: FPlatformMisc::RequestExit(1)
 MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 94.735007s to run UE4Editor-Cmd.exe, ExitCode=3
 MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
 MainFrameActions: Packaging (Windows (64-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Cook failed.
 MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
 MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
 MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationScripts.Automation: BUILD FAILED: Failed while running Cook for C:\Users\Majin\Documents\Unreal Projects\ShadowHeroes 4.7\ShadowHeroes.uproject; see log C:\Users\Majin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE4+Unreal+Engine+4.7\Cook.txt
 MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    at Project.Cook(ProjectParams Params)
 MainFrameActions: Packaging (Windows (64-bit)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
 MainFrameActions: Packaging (Windows (64-bit)):    at BuildCommand.Execute()
 MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
 MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Automation.Process(String[] CommandLine)
 MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Program.MainProc(Object Param)
 MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
 MainFrameActions: Packaging (Windows (64-bit)):    at AutomationTool.Program.Main()
 MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: BUILD FAILED: Failed while running Cook for C:\Users\Majin\Documents\Unreal Projects\ShadowHeroes 4.7\ShadowHeroes.uproject; see log C:\Users\Majin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE4+Unreal+Engine+4.7\Cook.txt
 MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
 MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=25
 MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
 MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
 MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
 MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
 MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
Product Version: Not Selected
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asked Feb 26 '15 at 03:49 AM in Packaging & Deployment

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Justin.Dooley
2.2k 104 75 164

avatar image [Epic] Gribbs ♦♦ STAFF Feb 26 '15 at 08:46 PM

Howdy Justin,

Thank you for reporting this error that you have been running into. I am going to need a bit more information before i begin digging into this issue. Would this version of UE4 that you are using be a Binary (Launcher) or a Source (GitHub) build? Also, If you attempt to package a blank template project, are you still running into the same error?

Any additional information would be greatly appreciated.

Thanks and have a great day!

avatar image Justin.Dooley Feb 26 '15 at 08:55 PM

Hey Sean,

I was just about to post an update to this. The version I'm using is the Binary (Launcher). However, something corrupted one of my UMG assets and that seems to be causing the error.

 LogCookCommandlet:Warning: Package /Game/GUI/Items/Elements/ItemButtons/AcceptingSlot supposed to be fully loaded but isn't. RF_WasLoaded is set

This right here, is my problem. The widget compiles just fine, the game works as intended with it whenever I play in stand-alone, but anytime I try to save the AcceptingSlot asset, keeps saying it's in use.

avatar image Justin.Dooley Feb 26 '15 at 09:59 PM

I made a duplicate of AcceptingSlot, it is able to compile and save just fine, but now I cannot refactor the use of AcceptingSlot, due to Critical Failures.

 WidgetBlueprint /Game/GUI/Items/Elements/ItemButtons/AcceptingSlot.AcceptingSlot is in use.
 

Which is a blatant lie I tell you :p

 CRITICAL FAILURE:
 One or more assets were partially consolidated, yet still cannot be deleted for some reason. It is highly recommended that you restart the editor without saving any of the assets or packages.
 
 Affected Assets:
 AcceptingSlot
 
 
 Potentially Affected Packages:
 /Game/GUI/Items/Elements/ItemButtons/AcceptingSlot
 /Game/GUI/Blueprints/InGame/ShadowHeroesHUD
 
avatar image [Epic] Gribbs ♦♦ STAFF Mar 04 '15 at 09:05 PM

Howdy Justin,

Sorry about the lack of response. If you open your project and immediately try to package, without opening the Widget, are you still seeing these errors? Would there be a new build failed log that is being produced?

Are you still seeing the same error sine the 4.7.2 hotfix?

Thanks!

avatar image Justin.Dooley Mar 04 '15 at 11:16 PM

Hey Sean,

No problem, Rudy is currently trying to help me fix the partial asset loading which causes this particular error.

The error continues to persist in 4.7.2 and yes, even if I just try to compile without opening the widget.

The error log displays the same, still breaks on AcceptingSlot, saying that it was partially loaded.

avatar image [Epic] Gribbs ♦♦ STAFF Mar 05 '15 at 02:28 PM

Glad to hear that Rudy has been helping out with the issue. If the issue persists after Rudy has helped with the asset, please be sure to let me know so that I can further assist in this issue.

Thanks!

avatar image Justin.Dooley Mar 05 '15 at 04:16 PM

Thanks a lot Sean, hopefully this issue will stop once the asset is fixed. I will update this with an update as soon as I make some headway.

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Fixing the asset made the project package without any errors.

Partially Loaded Asset Fix

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answered Mar 12 '15 at 10:43 PM

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Justin.Dooley
2.2k 104 75 164

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